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Author Topic: [ISG] Adventure Crawl - First Mission, First Fight  (Read 2283 times)

conein

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Re: [ISG] Adventure Crawl
« Reply #15 on: July 18, 2015, 06:35:23 am »

Petewe
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escaped lurker

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Re: [ISG] Adventure Crawl
« Reply #16 on: July 20, 2015, 04:01:51 am »

Adventure Crawl
"First Mission", Intro



~


Taking a step ahead, you come to stand at the side of Vephnarei, a Tiefling Zealot.
 
While you have yet to inquire into her patron, you strongly presume it to be one of the infernal lords her kind are prone to worship.

Having had a short spar with her, you are sure that you couldn't withstand her blows. For all that that is worth. (Not much, really. You are mage, after all...)

Veph' - as she allows the party to call her - also can Smite her enemies, or so she tells; In the absence of any enemies, she was unwilling to demonstrate.
What she did demonstrate though, was her ability to Invigorate, healing smaller wounds or overexertion of the mind.

She is clad in a worn set of plate, dented and crudely mended on multiple locations.
Seeing that one mend implies something went from the left chest through to the back, you suppose someone has possibly even died in that piece already.
A bastard sword, strongly nicked and only made of iron, is held at her back by a piece of leather.A small, wooden buckler - in no better condition than the rest of her equipment - is strapped to her left arm.
Spoiler: Vephnarei (click to show/hide)


"You spotted something?", Veph' asks, to which you shrug your shoulders.

"Some movement. Seems like it went further in though."

"Sure it wasn't just a rat?", is called in a playful manner from the other side of the small tunnel.

Right. Nossri. The Lizardkin Duellist of your team.

Except that she claims to be from one of the even less interesting corners of the swamplands, you have yet to hear much about her.
What you know though, is that her allegedly "pesky" style of fighting, immediately disarmed your grip on the training sword, and is troubling even to Vephnarei.

While the she-lizard is still developing most of her manoeuvres, she is capable at finding openings in her opponents.
For now, it is mostly limited to Retaliating after they have swung their weapons.
She also likes to add a bit more weight to her sword, by making a short Dash towards her opponent.


Water-treated leather armour is her only protection for combat, and is showing clear signs of age.

Finding armour that can withstand her occasional dips into water, a bit of a problem, or so she claims.
"Occasional", it is. Huh.
Her weapons are a rusty sabre in her right, and a scuffed dirk for her left.

While both look as if they have been shoddily re-smithed, they are able to keep an edge. You have seen worse.
Spoiler: Nossri (click to show/hide)


Answering her query, you shrug anew.
"Seemed like it was a tad big for one. Though it's gone now, so I can't really say for sure."

Mirroring your shrug, Veph' draws her sword, which is in turn mirrored by Nossri.


"Doubt we would find nothing down here. Shall we, Kutz?"

While your full name would be Kutznob, the girls quickly decided on the shorter "Kutz" variant. Guess that is that, then.

As the others, you are rather new to the whole adventuring business. With all of you holding the level 1 rank, it at least denotes you as a good step above normal citizens, and lesser pedlars of your respective arts.

You yourself, are able to cast a few number of spells - with enough preparation.
Right now, your combat casts are restricted to Arcane Missiles for dealing damage, and Dazzle to hinder your enemies.


You are clothed in a simplistic robe, old linen with patches and frayed edges.

Then again, a new robe would fray  in a short amount of time anyways, so frayed suits you just fine.
Your trusty wooden staff - made by yourself even - helps you to focus on casting in combat.

It also shows that you might not be cut out to be a woodcrafter.
There is a thorn sheathed on your belt, albeit you hope you won't be forced into melee combat all that often.

You mostly use it as a dining tool, and in that regard, you are even proficient with the thing.
Spoiler: Kutznob (click to show/hide)


"Sure", you reply, and the group takes a few collective strides forward. It is then that you catch something in the corner of your eye.



"Ah." It was a rat, after all.
A giant one, at that.


That's it for the intro. The "Turn" will come a bit later today. Need a bit of time for stuff, and formating the "turn-outfit".
« Last Edit: July 20, 2015, 06:41:05 am by escaped lurker »
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conein

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Re: [ISG] Adventure Crawl
« Reply #17 on: July 20, 2015, 04:13:57 am »

I don't really understand why, but i love these drawings.
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escaped lurker

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Re: [ISG] Adventure Crawl
« Reply #18 on: July 20, 2015, 08:23:20 am »

Adventure Crawl
"First Mission"
Turn 1, First Move



~

Combat Rules:
While some of it may become object to change, it is quite simple:
Move as much as you want and can, Do your Attack or Spell, Do so in 2 Moves -> Enemy Turn -> New Turn

Movement:
You can possibly move into 8 different directions; N, NE, E, SE, S, SW, W, NW
The amount of tiles you can move, is equal to the characters Movement
While a grid would make this part easier, the board "changes" up to twice each turn.

Actions - Attacking & Spells:
You always have 1 Action for your turn, which you can use to attack, cast a spell, or use an item
You can target every adjacent square in melee
Spells & Ranged Attacks, may target everything in their range, provided you have it in sight
For our convenience, most ranged attacks ignore friendly fire, for a slight decrease in accuracy
You may convert 2 unspent Movement, into an additional action

Range:
Lest I explain for long, just look into the spoiler below
Red = "Range 1 / Melee Range"
Orange = "Range 2"
Yellow = "Range 3"
Spoiler: Range (click to show/hide)

Turn Limitation:
To keep things speedy, every Turn will be played in 2 Moves. First, and Second Move, respectively.
You can divide Movement and Action between the two, but anything un-used by the end of the Second Move, will be lost.


The Party

Vephnarei - Zealot
78/78 HP, 6 Armour, 1 Evasion
20/20 MP, 2 Movement, 3 Day-Sight
Torch: 2 Range, ~15 Rounds remain

Smite: 4 MP, Melee Range, Moderate to Heavy Damage
Invigorate: 6 MP, Melee Range, Moderate Heal, Slight Mana-Burn Heal
Nossri - Duellist
58/58 HP, 2 Armour, 5 Evasion
8/8 MP, 3 Movement, 3 Day-Sight

Retaliation: Belated Counter, 1 MP, Melee Range, Additional Moderate Damage
Dash: 2 MP, Self, +2 Movement and Additional Moderate Damage for this turn
Kutznob - Mage
44/44 HP, 1 Armour, 2 Evasion
36/36 MP, 3 Movement, 3 Dark-Sight

Arcane Missile: 5 MP, 2 Range, Heavy Damage
Dazzle: 4 MP, 3 Range, Light Damage, Moderate Chance to "Blind" Opponent for 1D2 Turns

Spoiler: Party Backpack (click to show/hide)


"We have Company~", you hum humorously. "A Giant Rat."

Pointing your staff into its direction, Veph' and Nossri's eyes follow suit.
They can only make out the darkness beyond the torchlight.


"Heh. Guess my guess was right. In a literal sense."
, Nossri chimes in. Vephnarei just clicks her tongue at the unseen enemy.

Kutznob has noticed a new Enemy: Giant Rat
Giant Rat:
These Rodents are their own species, and far more dangerous than their smaller cousins.
They reach Vephnarei to her knees, Kutznob to his thigh, and Nossri somewhere inbetween.

While as mundane as normal rats, their bite is strong enough to puncture cheap armour, and often leads to a festering wound.
Difficulty: Somewhat Easy

Turn 1, First Move
Declare your intentions for the first half of the turn:



Party Details

Spoiler: Kutznob (click to show/hide)
Spoiler: Vephnarei (click to show/hide)
Spoiler: Nossri (click to show/hide)

I don't really understand why, but i love these drawings.
Why, thank you ;3


Feel free to voice any questions in regard to combat.
For the first few rounds, we won't need things like Mana-Burn, Bleeding & Poison, though I will explain their rules before we encounter them.
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StrawBarrel

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Re: [ISG] Adventure Crawl - First Mission, First Fight
« Reply #19 on: July 20, 2015, 03:28:50 pm »

Does HP or MP regenerate every turn, every battle, or every mission?
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escaped lurker

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Re: [ISG] Adventure Crawl - First Mission, First Fight
« Reply #20 on: July 20, 2015, 04:00:02 pm »

Does HP or MP regenerate every turn, every battle, or every mission?

I'd go with "every mission", unless aided by items or circumstances.

Luckily enough, those 3 packed some rations, which can be eaten alone to heal some, or with some proper relaxing to earn double benefits.
They also packed some emergency potions, though actually using them, is expensive.

While Level 1 Adventurers won't get sent on such missions, there also are ones that are so extensive, that you pack tent and firewood. Nothing we would need for a while, I guess.
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Tomcost

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Re: [ISG] Adventure Crawl - First Mission, First Fight
« Reply #21 on: July 20, 2015, 05:30:57 pm »

there also are ones that are so extensive, that you pack tent and firewood.
And so this became Darkest Dungeon. Where's the sanity meter?

StrawBarrel

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Re: [ISG] Adventure Crawl - First Mission, First Fight
« Reply #22 on: July 20, 2015, 07:47:34 pm »

I'll present to resource stingy plan for now:

Plan Bum Rush:
Movement: Veph' moves S 2 tiles. | Nossri moves S 2 tiles. | Kutz moves S 2 tiles.
Possible Attack: All 3 should attack it melee.
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escaped lurker

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Re: [ISG] Adventure Crawl - First Mission, First Fight
« Reply #23 on: July 21, 2015, 03:53:05 am »

there also are ones that are so extensive, that you pack tent and firewood.
And so this became Darkest Dungeon. Where's the sanity meter?
Heh. Not to be found. These adventurers, are not so squeamish as that a pig-demon, barfing "critically" on them for 2! whole damage, would send one tenth of their sanity awool.

Such missions with tent and all, would be more alike to a campaign, with reasons like; "Explore the Swamp / Caverns / Catacombs / Ancient Ruined City."

As for Darkest Dungeon; Well, it is a nice "Facility Upgrading" and "Squad Positions & Ability Combination" game, but not very comparable to this here. ;3
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